The Sweet Science: Balrog (Boxer) Q&A Thread

So, as a person new to actual legit Street Fighter play, new to charge characters, and new to fundamentals (longtime Marvel player—you don’t need real fundamentals when you have UPBACK), I’ve finally decided to sit down and give this game a real shot and I’m hooked. But I’ve got a few questions:

  1. I know “the” Balrog combo is c.lp, c.lp, c.lk., hp Headbutt. I can hit it in training mode no problem (along with some of the other more complicated combos), but when it comes to a match, I find that more often than not, when I DO land a c.lp, I don’t have enough charge to get the headbutt out. What kind of setups or situations (or punishes?) should I be looking for to make sure I have the charge to land the combo?

  2. Super and Ultra: Because I’m scared and I don’t know any better, I use KPKKK for any situation ever. In what situations would I use another combination, and how can I actually get all five hits to hit?

  3. When using TAP, at what range do you have to be at to go through a fireball but not eat a post-recovery punish from the opponent?

  4. Would you ever use j.RH as an air-to-air? I find myself pressing it when I jump, regardless of situation, and I’d like to know if there’s ever a time I’d actually need it, or if I should just break myself from using it completely.

  1. What’s probably happening, is that in the heat of battle, you’re hitting the cr. lk too fast. If you chain it after a cr. jab, you won’t be able to cancel it into a special move.

  2. At least for ultra, the point is to get the most hits from the last punch of the Ultra. In many cases, just holding KKKKK will end up giving you the most damage. It’s not full proof though, and depending on how high the character is when you start the ultra and if they’re in the corner they can fall out. PKKKK also works alot. Rule of thumb is, you want the second to last hit to whif. As for super, it’s best not to juggle with it.

  3. If you hit someone with the very end of your fist with a lvl 2 TAP, most won’t be able to punish. This means that you will need to perform the TAP from further away, decreasing the chances you will be able to punish the fireball recovery. Performing the tap from closer range(midscreen-footsie) increases the chance you’ll punish the fireball recovery, but if it gets blocked is a guaranteed punish.

  4. J Fierce tends to have a better air to air hitbox, while RH has a better jump in hitbox. Which move you use for Air to Air really depends on the jump arcs of both characters, the spacing, and the timing. If you keep getting beat air to air using one normal, try another one out. In some cases, simply using a faster air normal like j lk will be enough to beat out an opponents jumping attack. Or just stay on the ground and anti-air.

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[]What squirtguns said is the most probable. Also keep in mind that you’ve got forever to link jabs (in terms of links), so there’s no need for you to rush or mash jab, there’s enough time for you to pause between jabs to hit-confirm. Practice in training mode, hitting the jab jab link as slow as possible, so you can confirm that the second has connected before you try to crouching short.
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]PPKKK works on the entire cast mid-screen and in the corner. There are some specifics, but the damage difference isn’t really worth missing your ultra. This is the case when juggling from headbutt. Juggling from TAP or other AA dash punches, is a bit in the air, they’re really dependent on when you hit the opponent rather than how. (If you want to get specific check out the last MU post in the matchup sticky, and i know there’s a post on the front page with max damage combinations for the entire cast; the difference is maybe 20-30 points)
[*]you’ve also got j.mp, which is a bit faster than j.hp/hk and useful for when you leave the ground after your opponent, since you can press it immediately because the hitbox is directly in front of you. Really good for going air-to-air with characters with wall jumps (e.g. claw, seth, chun-li, Fuerte)
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